SKUOR - Lecture Summer academy
The Fun Revolution Henry Jenkings U.S.C Gaming Industry: The market Average age of gamers ? 35 years http://www.theesa.com/ The Entertainment Software Association play for real Agentur für digitale Kommunikation 35 Billion USD What is the secret behind gaming or why are there so many gamers? Global turnover Game Industry 2008 lt. Entertainment Software Association The Amount of Gamers worldwide rough estimate based on Edward Castranova in "Exodus to Virtual Worlds" Massive exodus to virtual worlds What makes us happy? 25% under 18 years 48% btw. 18 and 49 27% 50+ “You can beat depression by playing video games with the difficulty level set to “easy.” What is Flow ? Fun Revolution Gartner Says 80 Percent of Active Internet Users Will Have an Avatar in the Virtual World by the End of 2011 http://www.gartner.com/it/page.jsp?id=503861 “The biggest motivation for migration are better economical conditions and a higher quality of living.” Immersion is a kind of Migration Synthetic and real worlds are into a competition The ongoing exodus to virtual worlds will certainly affect the real world. Serious Games Alternate Reality Games Social Games ReMISSION What are we longing for? 1. satisfying work 2. the feeling of being good at something 3. spend times with people we like 4. being part of "something bigger" World without Oil Games are the most elevated form of investigation. Albert Einstein Americas Army Mass Collaboration The power of the Crowd & MMO´s Multiplayer games have become the ultimative happiness generators and a motivation machinery. Cost of life Global conflicts: Palestine Darfur is dying Assessment Camp Flood Sim Rubys Bequest for the social good Galaxy Zoo Participatory campaign for Sensitisation via a game-based Simulation triggering a shift of Behaviour in the real world. Play it before you live it. What are the best ways out there to care for people with Alzheimer's? Or cancer? Or post traumatic stress disorder? Through this unique, immersive experience, thousands of people will add their stories and strategies, and work together via email, video, and phone, to imagine-and create-a new "ecosystem of caring." or: the Renaissance of "Scavenger hunt" The Lost Ring Why so serious? by Mc Donalds during the Olympic games 2008 Shanghai Warner Bros to promote "The dark Knight". Ego-Shooter for Kis suffering from cancer, Fa. Hopelab Wikipedia = 100 Million "Invested hours" How to transforn attention into participation? to activate intelligence and participation of the crowd the generation of attention is no longer sufficient. calculated by Clay Shirky = 5 days of World of Warcraft hours watched TV per year (US-Market): Edward Castranova "Crowddependent projects" Participation bandwidth 200 Billions; that´s about 2.000 wikipedias Warren Spector "Games made it possible to walk in someone elses shoes." "Flow" was coined by Professor Mihály Csikszentmihályi, 1975 • be completely focussed on a particular activity • Level of Challenge exactly meets abilities • precisely defined goals, direct Feedback • autotelic (greek. “auto” = self and “telos” = goal), Tun um des Tuns Willen • loss of consciousness on your own personality, different time-feel Can game-like interaction and immerson work beyond the entertainment industry? on gaming and happiness Edvard Castranova a place where you can help astronomers discover the Universe »Flow« as Psychologists use is a flush of activities we expierience as happiness. Final remarks "We must collaborate or perish" - across borders, cultures, disciplines, and firms, and increasingly with masses of people at one time. Tapscott & Williams in Wikinomics The project resulted in 4 academic papers and another 4 are in progress. A new solar object was found- "the voorwerp" Outcome Study Re-Mission Das Spiel hat positive Auswirkungen auf das Gesundheitsverhalten in-Game Advertising 2005 56 Mill USD 2008 400 Mill USD YPD09 -Challenge Die YPD Challenge 2009 is the biggest ARG for the best internship. „Jede Wahrheit durchläuft drei Phasen: Arthur Schopenhauer In der ersten wird sie verlacht, in der zweiten wird sie wild bekämpft, und in der dritten wird sie als Selbstverständlichkeit akzeptiert.“ Slide by Jane McGondial - Avantgame.com Slide by Jane McGondial - Avantgame.com Computer Games are the most important Art Form of the 21st Century Games not only feature and merge "old" media like sound, picture, film, story but add new things like interaction, tactile feelings, social bandwith, and maybe most important: immersion.
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